Chapter 10: Bowser's Keep - Axor [SUPER MARIO RPG]
After meeting King and Queen Nimbus again, Mario and his friends take Nimbus Land's royal bus to assail Bowser's Keep, which is unreachable through any other means.
Mario enters the castle, and soon comes across a room with doors to six corridors, of which he has to clear four. Two corridors are action courses, two are fighting areas, and two are puzzle courses led by Dr. Topper. After the required number of courses is cleared, Mario proceeds and fights a mind-controlled Magikoopa. After he is beaten, the Magikoopa comes to his senses...
Mario almost immediately reaches the final room of the keep, and gets onto the chandeliers he fought Bowser on at the beginning of the game. This time, the enemy is the Smithy Gang swordsman Boomer, after they use the chandelier to reach the highest tower of the keep. There, the party finally enters combat with Exor, and attempt to thwart it...
0:00 Intro
0:58 Metal Plate/Frying Pan
1:31 Taking the Royal Bus
4:36 Bowser's Keep
12:14 The Six Doors
45:59 Magikoopa
49:15 Croco's Shop
49:56 Boomer
56:00 Axor